/// @func BBMOD_MixVec3OverTimeModule([_property[, _from[, _to[, _duration]]]]) /// /// @extends BBMOD_ParticleModule /// /// @desc A universal particle module that mixes values of particles' three /// consecutive properties between two values based on their time alive. /// /// @param {Real} [_property] The first of the three consecutive properties. Use /// values from {@link BBMOD_EParticle}. Defaults to `undefined`. /// @param {Struct.BBMOD_Vec3} [_from] The value when the particle has full health. /// Defaults to `(0.0, 0.0, 0.0)`. /// @param {Struct.BBMOD_Vec3} [_to] The value when the particle has no health left. /// Defaults to `_from`. /// @param {Real} [_duration] How long in seconds it takes to mix between the /// two values. Defaults to 1.0. /// /// @see BBMOD_EParticle function BBMOD_MixVec3OverTimeModule( _property=undefined, _from=new BBMOD_Vec3(), _to=_from.Clone(), _duration=1.0 ) : BBMOD_ParticleModule() constructor { BBMOD_CLASS_GENERATED_BODY; /// @var {Real} The first of the three consecutive properties. Use values /// from {@link BBMOD_EParticle}. Default value is `undefined`. Property = _property; /// @var {Struct.BBMOD_Vec3} The value when the particle has full health. Default /// value is `(0.0, 0.0, 0.0)`. From = _from; /// @var {Struct.BBMOD_Vec3} The value when the particle has no health left. Default /// value is the same as {@link BBMOD_MixVec3OverTimeModule.From}. To = _to; /// @var {Real} How long in seconds it takes to mix between the two values. /// Default value is 1.0. Duration = _duration; static on_update = function (_emitter, _deltaTime) { var _property = Property; if (_property != undefined) { var _to = To; var _toX = _to.X; var _toY = _to.Y; var _toZ = _to.Z; var _from = From; var _fromX = _from.X; var _fromY = _from.Y; var _fromZ = _from.Z; var _particles = _emitter.Particles; var _duration = Duration; var _particleIndex = 0; repeat (_emitter.ParticlesAlive) { var _factor = clamp(_particles[# BBMOD_EParticle.TimeAlive, _particleIndex] / _duration, 0.0, 1.0); _particles[# _property, _particleIndex] = lerp(_toX, _fromX, _factor); _particles[# _property + 1, _particleIndex] = lerp(_toY, _fromY, _factor); _particles[# _property + 2, _particleIndex] = lerp(_toZ, _fromZ, _factor); ++_particleIndex; } } }; }